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#21 (permalink) |
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Evading Death +the Taxman
![]() ![]() ![]() Join Date: Sep 2001
Location: GMT +0
Posts: 327
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Re: Halo Maps
The Pics represent their hacks. On that paricular map, I think there are only meant to be 2 warthogs, but they obviosly replaced the projectile with a spawn command, so that everytime a shot was fired from a hog, it would spawn another. The framerate must have been pathetic though?? The same was done for the MC's, although, it would have been for a pistol projectile...
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#22 (permalink) |
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Leading the way.
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Location: Simi Valley, California. USA
Posts: 778
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Re: Halo Maps
Hmmm. I've seen the map expander program and something that has to do with headers, which has only confused me. Could someone PLEASE explain how I can do this stuff? Or at least tell me what it is from the links top to bottom? Anything is appreciated and I know I'm a dummy. alexo@kastler.com
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#23 (permalink) |
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Evading Death +the Taxman
![]() ![]() ![]() Join Date: Sep 2001
Location: GMT +0
Posts: 327
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Re: Halo Maps
First of all, you load up a game of halo, goto multi-player, load bloodgulch, then quit. using a flashFXP, you'd copy the cache file of that (map003.map i fink) to your PC. Then, with a hex editor, you find the offset you are looking for, lets say, hog projectile. The offset is 23408D8. this is were the data bit is. The usual value for this would be 60 42 8B. If you wanted the hog to shoot out rockets instead, you would put D4 83 98. Now, every time you fired a shot from the hogs rear gun, it would be a rocket instead. Dont get to carried away, because to much of this will kill your xbox (as in slow it down REAL bad), but it would be really fun...
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#24 (permalink) |
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Registered User
![]() ![]() Join Date: Jul 2003
Posts: 159
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Re: Halo Maps
I'm no expert but to what i know about Halo the developers locked it at 30fps (which in PC speek for a game is quite crap). so couldent the Xbox handle this without too much trouble considering it has left over resources?
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#25 (permalink) |
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Evading Death +the Taxman
![]() ![]() ![]() Join Date: Sep 2001
Location: GMT +0
Posts: 327
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Re: Halo Maps
no, you really should see the rate of fire of the hogs gun(its like, 10hz). if its firing rockets, the decals on the floor would be astrinomical, and dont forget the explosions, the engine would be crushed.
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#26 (permalink) |
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Leading the way.
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Location: Simi Valley, California. USA
Posts: 778
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Re: Halo Maps
Uh, what do I do with the file after? Shouldn't I just get the map off of the disc? bloodgulch.map? then edit that with the hex editor, then put it back in the root folder? I think that would make things a lot easier.
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CPU: P4 3.0GHZ Prescott HT @3.6][MB: Asus P5LD2][RAM: 1GB][Video Card: ASUS EAX800/ I.E. Radeon X800 256MB][Optiwrite DVD+R/RW 8x][40GB WinXP SP2-OS][250GB SATA Storage(Full)][120GB EIDE Storage (Full)][160GB Sata Storage][And one badass case!] |
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#27 (permalink) |
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Helper Monkey
Join Date: Jul 2003
Location: New Jersey
Posts: 42
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Re: Halo Maps
you have to recompress the file, using my app and gui, found here: http://users.rcn.com/jmg68/HME.zip ... Read the readme.txt file, and you should be on your way
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#28 (permalink) |
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Leading the way.
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Location: Simi Valley, California. USA
Posts: 778
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Re: Halo Maps
Wow. Nice program man. I'll see what I can do with it.
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#32 (permalink) |
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Leading the way.
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Location: Simi Valley, California. USA
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Re: Halo Maps
Extracting with VB, WOW. I thought that would have to be a C type of thing.
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#34 (permalink) |
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Leading the way.
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Location: Simi Valley, California. USA
Posts: 778
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Re: Halo Maps
Huh?
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